The entire range of Wushu books and suppliments comes with my highest recommendation. Though none of the suppliments are in any way essential, they all add a little to the game's concept and prove its versitility time and again. I use Wire-Fu as my core rules, with Pulp-Fu as the secondary set the players tend to peruse (the difference is minimal of course) and both car-fu and cut-fu are mainstays for their excellent ideas.

The Game In short: It's NOT a role-playing game in the usual sense... More an action movie (or whatever tpye you like) that flies by with everyone putting in ideas, making it up frame-by-frame, kick-by-kick and one witty line at a time. It needs good players we can share the limelight and work together, and a GM who can keep track of a story while adapting to the (considerable) amount of player control.

Rules-wise, there's not much. A clear, simple and workable D6 mechanic that gives you big bonuses for being creative, clever and playing to theme, while offering nothing to players who say 'I hit it' every round. Like I say, not for everyone.

I'm especially keen on the fact that if you use EVERY suppliment and rule, it's still no more complex or difficult that just using one book! A rare and wonderful thing in rpgs.

Cut-Fu is pretty much the tag-on book for Wire-Fu, because why not have swords thrown in with the hig-flying stunts, kung-fu and action eh?

It does an admirable job of breaking down armed combat into details you can use. It once again provides a clear set of examples of play, settings and characters, and the new mechanic for honour works nicely into the rules too.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>